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Ghost of Yotei Earned an Estimated $407M, Trails Tsushima Launch-Aligned

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Image: PlayStation

Ghost of Yotei has generated an estimated $407 million in revenue and 5.4 million copies sold at its current launch-aligned point. That puts it roughly 3% behind Ghost of Tsushima, which had earned $418 million and shifted nearly 7 million copies at the same point in its run. The figures come from Alinea Analytics, a games-industry data firm that publishes launch-aligned revenue and unit estimates used by trade outlets like IGN.

Rhys Elliott, the analyst at Alinea Analytics who runs the firm’s flagship games-industry revenue estimates, posted the comparison on October 16. The takeaway he lands on in the data: anyone claiming Yotei is a flop is “flat-out wrong.” Yotei’s per-buyer revenue is about 26% higher than Tsushima’s at the same launch-aligned point, consistent with PlayStation’s strategy of extracting more revenue per player via a higher $70 sticker price and a slower discount cadence. Tsushima launched at $60 and was already discounted to $45 less than three months after release.

“Yotei has proven to be an evergreen seller in a crowded market, shifting 1.8M copies this year ($121M in revenue) despite having just two small discounts,” Elliott wrote. The context matters: 2025-2026 is one of the busiest and highest-quality release calendars Yotei has had to compete with (he calls it one of the “busiest… ever”), yet the game is still on track to be a multi-year seller.

Alinea’s data also flags a risk. Yotei’s revenue is beginning to flatten more than Tsushima’s did, though Elliott leaves room for the GTA 6-driven PS5 install-base bump to soften that — when Grand Theft Auto 6 launches November 19, more players are likely to pick up the current console alongside it, and Yotei is one of the obvious “first PS5 game” picks for new owners, as we noted in our GTA 6 Preview. Our Player Counts dashboard also tracks Yotei as a big launcher among the PlayStation-only ecosystem we cover.

Alinea’s estimated figures should be read as estimates, not audited sales (Sony doesn’t publish unit sales for first-party titles). But the launch-aligned methodology is comparable, and 3% is well within the margin of error for any games-industry analyst model. The more meaningful story is the per-buyer revenue gap: 26% more revenue per Yotei buyer is the cleaner signal of Sony’s pricing experiment working exactly as designed, even as total copies trail Tsushima’s pace.

What’s worth watching next is whether the discount cadence holds. Tsushima was discounted to $45 within three months; Yotei has had only two small discounts. If PlayStation keeps Yotei premium-priced heading into the holiday window, the per-buyer number pulls further ahead of Tsushima’s. If they cut it for Black Friday the way they did with Tsushima, the per-buyer gap closes back toward parity. The revenue curve flattening now is the same inflection point Tsushima saw before its first major discount, and what Sony does next will likely be the more useful answer to how this launch is really tracking.

For comparison, our PS5 ecosystem news coverage and our Player Counts dashboard cover the broader platform sales context. Launch-aligned is Alinea’s term for tracking each game’s revenue at the same number of days after its release, so two PS5 single-player games at comparable launch-aligned points sit on the same x-axis.

Edited by Kerwin Stewart, Editor-in-Chief · How we report

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Kerwin Stewart Editor-in-Chief

Founder and editor of Pixel Herald. Every story is checked against our Editorial Standards and links its sources.

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Join the discussion At $70 with two discounts vs Tsushima's $60 launch and quick discounts, is PlayStation's strategy to extract more per buyer working?

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